
function GM:GetDifficulty()
	return #player.GetAll()
end
/*
function GM:DifficultyPropDamage( ent, inflictor, attacker, amount, info )
	if ( ent:GetClass() == "prop_physics" ) then
		info:ScaleDamage( math.max( self:GetDifficulty(), 1 ) )
	end
end
GM:AddHook( "EntityTakeDamage", "DifficultyPropDamage", PRIORITY_HIGH )
*/
function GM:DifficultyNPCDamage( npc, hitgroup, info )
	info:ScaleDamage( 1 / math.max( self:GetDifficulty(), 1 ) )
end
GM:AddHook( "ScaleNPCDamage", "DifficultyNPCDamage", PRIORITY_HIGH )